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westwhere2023-05-15 05:49 pm
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Entry tags:
- 2ha: chu wanning,
- arc vi,
- arcane: caitlyn,
- breaking bad: jesse pinkman,
- doctor who: clara oswald,
- doctor who: river song,
- doctor who: the doctor,
- final fantasy xiv: stephanivien,
- harry potter: hermione granger,
- horizon: aloy,
- kingdom of the wicked: emilia,
- kingdom of the wicked: wrath,
- legend of fei: xie yun,
- mcu: america chavez,
- mcu: kamala khan,
- mcu: natasha romanova,
- mcu: wanda maximoff,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- original: red,
- outlander: claire fraser,
- penny dreadful: vanessa ives,
- test drive,
- tian guan ci fu: xie lian,
- umbrella academy: allison,
- umbrella academy: five,
- untamed: lan sizhui,
- warcraft: wrathion,
- warframe: kahl 175,
- zettai karen children: kumoi yuuri
the sunken | part i
Welcome to the first log of Arc VI: the Sunken, which covers 15 May – 2 June and doubles as a test drive meme.
Back/forward date as needed! The calendar date suggestions are indicative.
The TDM is open to everyone! If you decide to apply to the game, you can get an invite from current players or the upcoming enabling meme — or participate in the test drive meme and get in touch @
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Test drivers can use this post for logs and network posts — old timers, please make your network posts at
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LOST AT SEA | TEST DRIVE TOURISTS
You wake, gasping, in a stormy sea, your thoughts slowed to a confused trickle. Skill, floating wood or a kindly stranger — who you can’t understand — help you to reach shore.
Villagers discover you collapsed on sand and provide critical (if rickety) communication and translation devices. They say you are in Sunken Yancai, a fishing village progressively overtaken by waters and cursed by the secretive ‘ladies of the lake’ to transit through time.
- ■ Rescuers group newcomers and supply questionable village couture, warm meals and accommodations in abandoned, half-flooded homes or spare small boats anchored in Yancai’s waterways. Huddle up, recover your strength and don’t think too hard on why your memories are hazy over the next three days.
■ Come morning, you visit village leader Quanze Tsaymien, then the sorceress Karsa — who explains you are otherworlders summoned into Akhuras by undead lords who wish to weaponise you in their battle against humans and one another. Karsa is an associate of the Merchant, who leads otherworlders towards ancient transport beacons east.
■ One such beacon rests dormant in Yancai. The group must infiltrate the village and wait a few weeks until it shifts to a point back in time when the beacon was active.
■ Newcomers are handed passport papers with their new identities in Yancai, where they may be known as a bankrupt merchant, perpetually drunk sailor, whale hunter, raft surveyor, mermaid who has just gained their legs, crab collector... feel free to invent a dutifullyhilariousapt role for their seaside sojourn.
OLD TIMERS | THE DRIFTING
You dragged yourself here in a haze. You arrived long ago, as if in a dream. You were born and bred in this village. In truth, your memories of reaching lively Yancai feel nebulous and alarmingly inconsequential.
Characters are facilitated new identities and dwellings by the Merchant, or believe they have had them all along.
- ■ A weary Karsa warns to say nothing to party members with altered memories, until the sorcery that affects them runs its course.
■ Memory-altered characters progressively regain their memories within three to five days (by 20 May). They have their memories partially or fully back at night ( midnight to 5 a.m.). Throughout the day, memory regains can trigger migraines, eerie confusion and paranoia.
■ Hauntings begin once characters have fully regained their memories.
■ Once everyone is ‘back to normal,’ Karsa explains that Yancai periodically transits through time. The memory alterations are a magical solution endorsed by the village council, which ensures locals mentally weather these shifts. Villagers continue to blithely accept you as part of the community.
(DON'T) HOLD YOUR BREATH
Karsa reunites the existing party and newcomers, issuing first assignments. The Merchants’s information suggests the beacon of Yancai will be online once the village travels in time within weeks. A dubious Karsa asks the party to check on the beacon, located in the former House of Commerce of the largely inundated merchants’ district. Reach it by rowing boat.
- ■ Villagers say the Master of Commerce, a famous musician, took precautions against intruders.
■ All ground and lower floor entryways of the palatial House were boarded to restrict flooding. To enter, pick locks or climb the putrid stairwell towards upper balconies.
■ Inside, the hissing of running water — and, in the lower levels, of thin, slippery leeches whose bite numbs your limbs, while they attempt to feed. You seem to experience pronounced vertigo when entering any decaying rooms covered in black mould.
■ The beacon is located on a dais in the basement vault room, where water rises near 1 meter. Only a few scattered scrolls and golden decorations remain among decorations, while a large ceiling carving writes, greed deafens man to the cries of his conscience; music sets him free.
■ Some tiles of the marbled floor stand out as you wade — step on one, and all doors abruptly slam shut, while dozens of obscured holes in the wall start to rapidly spill water, threatening to fill the room to the ceiling within the hour. You hear the tinny, waning sound of a village song played from a hidden source.
■ To stop the pouring water and open the doors, sing the song you hear, or find the music box that produces it amid debris on the water-covered floors. Wind it, and it plays its song in reverse, revealing the voice of a laughing elderly man who says, Depressingly, Anurr was right to worry.
■ Don’t forget to check the beacon — and report back to Karsa that it looks structurally untarnished.
THEY SLEEP
After surprising revelations at previous citadels, Karsa tasks you to investigate just how… permanent death is in Yancai. Villagers share that their dead are buried in a strange rite at sea — part of which will take place within days.
- ■ The dead are ‘entombed’ in one-man sarcophagi ships with carved and chained lids that depict their likeness. These burial boats are set at sea on the first day of each season and return three months later.
■ Join the harbours around 22 May, when mourners gather to receive the burial boats. Characters must pretend to be greatly anguished relatives, acquaintances or debt collectors to join the grieving.
■ The boats float towards you, seemingly of their own volition. Gaze afar and spot a boat carrying a man in black — the same who haunts some characters — who observes until the last burial ship has reached the piers, before he disappears.
■ Sailors draw up the boats and unpeel the untouched chains and lids, to reveal… no corpses. Peer closer and find neither biological signs (stench, liquids) of discomposure, nor the magical chillness of spaces where cadavers have lingered long. Scratch marks litter the inside of some boat lids.
■ Mourners seem grateful that the waters have ‘accepted’ the bodies. Some say that their relatives whose boats have yet to return must have been stolen by the ‘ladies of the lake,’ a villainous witch coven. Speak to mourners or sailors for clues.
■ Linger long near opened burial boats, and you feel tempted to throw yourself into the sea, slowly losing consciousness — until someone rescues you.
AMONG US
On 25 May, village leader Quanze Tsaymien drags the chained and half feral mistress Miang-si to households and Yancai’s largest market square.
The young woman, he says, was seduced by the ladies of the lake — the furtive witch coven that condemned Yancai to time travel. Luckily, the village elders have… coaxed Miang-si back onto the righteous path.
- ■ Miang-si is brought door-to-door to point out her 'accomplices.' Ill at ease, villagers whisper of similar witch hunts leading to false accusations and blood-curdling repercussions.
■ Both men and women are suspected and brought before Miang-si. Perhaps she takes an eerie interest in you, getting especially close to catch your scent, touch or remark on (in)visible hurts, or even dotingly kiss you. If you whisper quickly while she’s near, you might be able to ask one question.
■ If you are patient and kind to Miang-si, she briefly squeezes your hand as she withdraws. Within the hour, you find blood writ on your palm that warns, Our fat moon rises red.
■ If you are agitated, or if Quanze rushes her during your visit, Miang-si erupts into sudden, side-splitting cackling — while you find yourself croaking like a toad, or transforming into one and retaining human speech. The spell dissolves after eight hours.
■ Quanze’s long-suffering men say this sorcery breaks faster if you kiss one of the curmudgeonly emerald toads that hide in some of Yancai’s lakes. Catch one such delightful, slime-spitting creature or barter it from merchants at a costly premium.
ILL MET BY MOONLIGHT
A full moon is set to rise within days of Miang-si’s visit, on 27 May — just as Yancai shows signs of time shifting. Villagers are prone to stilling and staring askance, seeming lost or adrift.
The village itself evolves: one moment, the same house appears freshly new, then drowned, while waterways overfill with water, then seem barren. Overall, the village deteriorates.
- ■ That day, the sun suffers a midday eclipse, while droves of black birds circle the woods and village outskirts, attacking those who come close.
■ The waters increasingly thicken and darken, preventing boats from entering certain waterways.
■ An exceedingly bright moon and a diffuse lunar replica rise with nightfall. Come midnight, the village is alive with the sounds of ripping, structural collapse and shrieks. Tar-covered corpses emerge from the waters, clawing on and climbing up piers. They swarm, drawing passers-by into waters to drown them. Help them — and foremost, yourself.
■ Light and fire keep the dead at bay. On some waterways, wildfire now spells, WHAT IS WET WAS WRONGED
■ Weaker alone, fresh corpses climb into your rowing boat, pretending they are innocents who seek shelter. They betray themselves by speaking very slowly, struggling to keep track of the conversation or obliviously peppering it with details of their death. They stubbornly ask questions about you, repeating your answers, and become violent if you say they are dead. Push them into the water at first opportunity.
■ Quanze Tsaymien and other men of the village take arms, urging villagers to barricade in the nearest home, harbour or warehouse and weather the night. They advise to be silent and beware the dead who imitate living voices, warning not to touch any black mould or water that suddenly appear in your home — which alert the dead of your presence within.
■ Some dead try to tear you apart, while others seek to feed you a disgusting, tar-like black mould. A small taste of it makes you sluggish and feeble for two-three hours, while an entire fistful can kill.
■ If the undead infiltrate your house, hold your breath, do not move and keep from screaming. The dead have weak sight and olfactory senses and might pass you by, as long as you stay silent. It can be more efficient to fool than kill the dead.
■ By 5 a.m., houses start to replenish themselves, gaining a new appearance, while water and mould retreat. The dead withdraw into waterways. Outside doors have been marked with blood: vertical lines tell how many living people remain inside; horizontal ones count how many within died overnight.
■ You step to seize a brave new day — while Yancai enters a new time period (further details due in the next plot update).
NOTES
- ■ The game enabling meme goes up on 25 May.
■ Hit up available NPCs here or in their new inbox!
■ QUESTIONS.
Five Hargreeves | The Umbrella Academy | Old Timer
The Drifting
Or maybe he's just been traveling too long.
It became clear soon after that faces he knows aren't remembering themselves, confirmed by Karsa's warning not to tell them who they are. Thankfully, aside from his preexisting memory problems, he isn't among them, but that doesn't make him any more willing to sit back and let 'sorcery run its course'. Like Hell. The assignment he's given is ridiculous, and probably purposefully mocking, but it does give him an excuse to go door-to-door in search of any retained sanity.
Even if it means peddling some fish god that he knows nothing about and spends no time researching. He's not even sure he can pronounce the name right, but whatever gets his foot in the door. (A cult is a cult, right? He's seen enough to get the gist, and if his brother can do it, how hard can it be?) He knocks at each entrance and impatiently waits, barely resisting the urge to blink inside before someone finally comes out. ]
Hi there. [ He watches them with a briefly scrutinizing gaze and smiles too wide to be at all convincing of what he's about to say. ] Have you welcomed Kathoo'lul into your life?
Drifting
[ The young man she finds greets, and America starts, ] Hi! [ only for him to continue before she can say much else. ]
Uh, no. I don't think I want to. Are you selling something?
/THREADJACKS i am so sorry
Just in case you were thinking of taking advantage of a poor innocent kid! ]
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Not at all. [ Judging from the smile alone, he doesn't entirely buy what he's selling himself. It's stupid, but easier than teleporting in and counting how many people recognize him. ] Just spreading the good word. How long have the two of you lived here?
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He pauses for a moment, eyes narrowing. He looks the kid (?) up and down for a few moments before crossing his arms and leaning against the door frame, more or less blocking it. He's dressed for the climate--waterproof gear over nice clothing, flashy jewelry gleaming in the low lighting (thanks to Jimmy McGill's loan. Jesse might as well look the part if he's trying to tell others that he's part of a successful candle business. ]
Your mom an' dad know you're out?
[ Jesse leans out of the doorway farther to look back and forth. He has a feeling that parental guidance may end kind of early in a place like this, but that doesn't mean he isn't going to check in and see what's up. ]
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As it is, he observes the young man obstructing the door, undecided if he's really concerned or looking to kidnap a defenseless kid. Obviously he doesn't remember seeing Five. His smile tightens, just short of daring him to continue that line of questioning. ]
Oh, they're long gone. Ripped apart in the sea by a vengeful god. You know how it is. [ He gives it a few seconds for that to sink in, then rolls on. ] How many should I sign you up for?
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[Yes, he is going to raise an eyebrow very high.]
I have not, and I don't think I would like to, Master Five.
Would you like crabs?
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The question makes him squint. ]
You have crabs?
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[Moran opens the door a bit wider, just wide enough for Five to see a few crabs scuttling about.]
Xunxian has asked them to keep off the bed, so at least there is that. What extraordinarily mundane yet incredibly annoying task have you been assigned to?
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What's your best sales pitch and maybe I'll consider it.
[ She won't consider it, and that's pretty obvious by the amused expression on her face. ]
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Never heard of him? [ Neither had Five. ] He's new.
[ There doesn't seem to be any familiarity in her eyes, and he stares a moment too long before continuing. ]
I'd be happy to tell you all about him, as long as I'm not interrupting. Baking for pleasure or for work?
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Yeah, I don't subscribe to Religion Weekly, and your sales pitch is a little shaky, but you're into it, and that's what counts.
[ Is it, though? ]
Pleasure baking, and if you wanna come in and see if you can convert me, I already have chocolate cupcakes and an apple pie.
[ She does use her baked goods to pry information out of people, but her roommates also seem to enjoy eating, so she keeps baking. If he does decide to come in, she'll lead him to the kitchen; the villa is dated but still nice and luxurious, with views that stun with their beauty and not bobbing dead bodies in the water. Yet. ]
How did you uh...get to know 'Him?'
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I think you need to work on your sales pitch.
( For all the sincerity in her voice, her eyes sparkle with laughter. )
Would you like to come in? Watch the floor.
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The floor gets briefly scrutinized before he looks back to her. ]
Thanks for the feedback. [ He doesn't care what gets them to open the door, so she more or less heard the entire pitch. ] What do you do?
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( As she answers, she makes room for him to get past her, taking care to step lightly. She's learned not to trust the floor to stay solidly underneath her feet. )
So who is this, what's his name again, and why would I want to welcome him into my life? Of course, if you know me at all, you'll know it won't change my answer.
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(still) Drifting
He's famously, obsessively determined to solve just this type of problem, and yet all it takes is a glimpse of a mannequin in the window to stop him dead in his tracks. Anything he'd been working on is immediately forgotten when he watches her study him, exactly the way he's looking at her.
Dolores?
After that, any time he's seen in the lighthouse near a window, he looks unsettled. His work suffers. Sometimes he taps back on the windowsill in morse code in an effort to bring her back when she vanishes. — 'I'm sorry, I didn't want to. Speak to me, please. I need your help.' — If caught, he seems oddly unsure of how to respond or mutters about being in the middle of something before making an excuse to leave.
He catches sight of her sometimes when walking around the village, always on the other side of a window and just out of reach. She always used to speak to him, and now it's like she can't. Because she's not really... there. There was a woman impersonating her, and it wouldn't be the first time he was tricked. He should be furious. Yet he can feel her disapproval when he slinks into a tavern, or teleports directly from their backroom to help himself.
A knock gets him to look up as she's there again, looking inward at him and tapping gently on the glass. Try as he might, she never stays. ]
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Penny for your thoughts?
[Might as well comment on the weather, Wanda.]
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It's nothing. [ He can feel his chest constrict with those words. She's not nothing. He could blink away before Wanda gets a chance to ask, but instead he moves in front of the now-empty window, blocking her view. ] ...What do you make of the lighthouse?
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He doesn't much dwell on Five's opinion of him, though he's cognizant of the younger man's skepticism and takes it in stride, as always. As if there aren't enough mysteries, the Doctor has locked onto what it is that's been drawing Five's attention recently, something he's seeing through the glass, and something the Doctor naturally wants to know more about. By the window, he'll take it upon himself to query, of course. ]
Oh, what a coincidence! I'm in the middle of something, too, so now we both are, and of course, the law of things getting done says it works out far better with two than one. So here we are!
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He swallows his devastation and tucks away the vulnerability that might have been showing the first time he tried to brush him off. They were both in the middle of something. Curiosity nags him enough that he asks. ]
What is it?
lemme know if this doesn't work
So when her brother pops in, watching the windows for his own spectre, Ray tips his head back, with a small, sad smile. "Let me guess. Another one of your brothers?"
She laughs.]
With six of them, it's safe to say I never run out.
completely works!
It only distracts him for a moment before he catches sight of the man with his sister. He thought he'd met all of her shipmates. If she's so comfortable with him that he wonders if her memories got mixed up again. Then there's the question he catches with an eerie sense of familiarity. 'Another', meaning he's met the others? ]
Who's this?
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He catches Five staring but Chu Wanning didn't know how to ask about these things. All he can offer is,] Whatever you're seeing is mostly likely not truly there.
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After a moment, he looks pained and shakes his head. ]
That's not entirely reassuring.
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